Author: Doolwind

Posted on September 15, 2009 by Doolwind

Test Driven Game Development

Test Driven Development (TDD) has steadily grown in popularity among non-game programmers.  Despite this, it has not been widely adopted in game development.  Today I’m going to discuss why TDD is suited to games development and how it frees developers and designers to experiment with “finding the fun” without breaking core gampelay.

Posted on August 25, 2009 by Doolwind

Choice Driven Design

Sid Meier once said “A game is a series of interesting choices” [1].  By focussing on the choices made by the player, we can create better games through Choice Driven Design.  This focus on player choice should happen both at design and implementation time for best results.  I will discuss why the focus on choices Read More

Posted on March 6, 2009 by Doolwind

How To Write Perfect Code

Have you ever written perfect code?  If so, how often does this happen?  If not, why not, and do you think it’s possible?  Perfect code is something that many developers strive for but few, if any, achieve.  In this entry, I will discuss the set of requirements that must be met for a developer to Read More

Posted on December 19, 2008 by Doolwind

Game Damage – Better Than The Rest

Game Damage is a pilot for a new TV show about computer games.  It was created by Yahtzee (Zero Punctuation and infatuation of The Sneech), Yug (who worked with me at Auran for a bit) and Matt (creator of AustralianGamer along with Yug).  The show isn’t bad, and considering it’s a pilot is worth watching.  It’s Read More

Posted on August 12, 2008 by Doolwind

Game Developer Interview: Greg Douglas – Game Engine Programmer

I’ve worked with a lot of awesome people in the games industry.  I’ve learned a lot from these people and I thought a great way of sharing their knowledge and wisdom would be to start a game developer spotlight.  This is my first attempt, I’m interested in people’s feedback.  I worked with Greg on Battlestar Read More

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